Archon Flow is an Archon mod for Warframes that increases Energy Capacity and has a chance to produce a large Energy Orb when an enemy is killed with an ability dealing

Stats[]
Rank | Max Energy Capacity | Cost |
---|---|---|
0 | +17% | 6 |
1 | +34% | 7 |
2 | +50% | 8 |
3 | +67% | 9 |
4 | +84% | 10 |
5 | +101% | 11 |
6 | +118% | 12 |
7 | +135% | 13 |
8 | +151% | 14 |
9 | +168% | 15 |
10 | +185% | 16 |
Acquisition[]
Archon Flow is available from Chipper of Kahl's Garrison for 40 Stock, requiring players to be at Rank 3 - Fort to purchase.
Notes[]
- Produces a large Energy Orb that restores 50 energy, similar to energy orbs dropped by lockers and crates.
- Abilities that kill an enemy with
Cold damage have a 10% chance to produce an energy orb every 10 seconds.
- Effect does not scale with mod rank. The mod can optionally be left unranked to save capacity.
- Only some Warframes can deal
Cold damage with abilities.
Chroma's
Spectral Scream and
Elemental Ward, which can be transferred via Helminth.
Citrine's
Prismatic Gem
Frost's abilities all deal cold, however
Snow Globe may kill with
True damage instead.
Gauss's
Thermal Sunder, which can be transferred via Helminth.
Inaros's
Sandstorm with
Elemental Sandstorm with modded
Cold on a melee weapon, however enemies may die to damage-over-time procs such as
Slash.
Mirage's
Sleight of Hand with
Explosive Legerdemain.
Wukong's
Celestial Twin when equipped with
Primal Fury modded for
Cold.
Yareli's
Sea Snares and
Riptide.
Zephyr's
Tornado will adopt weapon elements when damaged.
- While
Lavos can kill with
Cold, enemies must die after an ability's initial damage and before its damage-over-time which can be inconsistent. Lavos also does not use Energy to power abilities, though he can still opt to use the mod to generate Energy Orbs for allies or to power his Valence Block.
- Exalted Weapons also benefit when modded for
Cold directly or via Warframe. For example,
Chromatic Blade works but
Whipclaw does not work.
See also[]
Flow, the normal version of this mod.
Primed Flow, an alternative version with slightly lower capacity cost.
Patch History[]
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
Warframe Mod Changes:
- Archon Flow: +185% Energy Max (was +275%)
Update 32.1 (2022-11-02)
- Fixed the rare case where damage done by Residual Malodor on Kitguns and the Live Wire Parazon Mod could trigger Archon Flow.
Hotfix 32.0.9 (2022-10-05)
- Fixed Atlas’ Landslide ability triggering Archon Mod effects.
Hotfix 32.0.1 (2022-09-07)
- Removed Trading and Transmuting functionality for the new Archon Warframe Mods
- The intended path to earning these Mods is through Kahl’s Garrison, and not through Transmutation. While Transmutation will remain disabled, we will re-enable Trading again once these Mods have officially been released next week with Kahl’s Garrison.
Update 32.0 (2022-09-07)
- Introduced.